Remember Clusters

 
 
 
Posted by:magilla
Data created:13 March 2017

Checking the remember clusters causes the hair in the viewport to display at 100% of the hair count (until deselected, then everything goes back to normal) this causes a significant delay. Is it possible to avoid this behaviour, or should I turn off the visibility when performing this function?

Hi Magilla,

This is another bug that I cannot reproduce after trying several times. Can you show me a screenshot of your hair stack?

Jeordanis Figuereo (Product Designer. EPHERE Inc.)

are you using v5 Max?

I have tried this with clustering above and below the other operators, you can see the creature has the fur visible at 100% - which is now causing Max to crash


Attached Files:
Image 1

In HairFromGuidess-Dense Hair Settingss verify if you have View Count From Render ON, if so, turn it OFF.

Jeordanis Figuereo (Product Designer. EPHERE Inc.)

Thank you! Yes, it is on, perhaps add that to the troubleshooting section of the docs. I also notice that once I check 'remember roots' I can't alter the viewport hair count, this seems a bit limiting - especially for people further down the pipeline that don't need to see the hair at the same level of detail as those at the head of the pipe.

 

If I change the Hair from Guides cache (toggle remember on and off) do I nee to also update the cluster cache?

also - can I set Strand Multiplier to 'off in viewport' without causing any issues for rendering - particularly if it is under the cluster mods in the stack?

Hi Magilla,

When you are using Remember Roots you still have a separate viewport hair count by turning ON View Count From Render, there you have Render Count and Percentage, use the percentage parameter to control the amount of hair in the viewport.

 

Do you mean, turn OFF the Strand Multiplier in the viewport but ON in render? If so, we don't have this functuinality right now but I think is a good idea, thank you.


Attached Files:
Image 1

Jeordanis Figuereo (Product Designer. EPHERE Inc.)

dang, well I guess I hadn't noticed that it was still accessible - I thought it was all greyed out the same as the regular view count. thank you.

No problem, keep the bug reports coming.

Jeordanis Figuereo (Product Designer. EPHERE Inc.)

I have actually had to abandon the hair clusters in favour of strand clusters. I could not get a flicker free render from the hair clusters, I set off 9 renders last night with various options on or off and all renders with active hair clustering modifiers had sections of the hair changing from frame to frame - suspiciously where the geometry is intersecting itslef through the animation. A quick test this morning shows the strand cluster modifier (is this a renamed guide cluster modifier?) shows no flickering.

no flickering but the clumping seems to be based on the geometry rather than the guide.


Attached Files:
Image 1

Hi Magilla,

The Hair Clustering is based on hair and the Guide/Strand clustering is based on guides. To avoid the flickering in Hair Clustering try turning ON Remember Clusters. 

 

Jeordanis Figuereo (Product Designer. EPHERE Inc.)

yes Remember clusters is on - I will be sending a file to support shortly. How do you explain the result of strand clustering, if you look at the image it defintely is not working as it should

I will be glad to take a look into your scene, please send it to this email: Jeordanis.f@ephere.com

Jeordanis Figuereo (Product Designer. EPHERE Inc.)

thank you Jeordanis, files have been sent. This issue has become rather urgent now :(

 

I just wanted to follow up on the original issue since we upgraded to the nightly build - checking the remember clusters button causes 100% of the hair to be drawn in the viewport. this happens whether the 'view count from render' is checked or not. Clusters cause flickering in the fur, remember clusters locks down most of the fur but there are still flickers occuring.